These new vampire powers can be switched for any
power which is not listed in the Vampire Powers that cannot be altered list and
which are not the new power base power. For example Terrible Might cannot
replace Exceptional Strength as it is base upon it, and could in fact be
considered an upgrade.

Vampires customise with these skills still
retain the same number of power and could thus give the same amount of XP.
Although this is for the DM to decide.

Magical Aura

Base: +1 or better weapon to hit

Description: The vampire is cloaked in a
mysterious aura of magic at all times. Weapons of +2 or better enchantment are
needed to hit the vampire instead of the normal +1. If the standard form of
this vampire normally possesses stronger resistance augment it by +1 to a
maximum of +5.

Terrible Might

Base: Exceptional Strength in AD&D 2E, None
in OD&D

Description: The vampire is exceptionally
strong, even for one of the undead. This vampire gains an additional + 2 to
damage when attacked with claws, fists or melee weapons. In 2E the vampire has
a strength of 19.

Extra Sensory Powers

Base: None

Description: This power gives the vampire
extremely heightened sense. This gives the vampire a +2 bonus to all surprise
roll and the ability to Detect Noise at 85% as per a thief.

Exceptional Resistance

Base: Regeneration outside coffin, +1 or better
weapon to hit

Description: This power makes the vampire
extremely tough, able to shake off most hits. This power gives the vampire
lowers the vampire AC by 2.

Extreme Resistance

Base: Exceptional Resistance

Description: A vampire with extreme resistance
is hard as stone and receives another 2 points reduction of AC. Also he gains a
+1 bonus to all saving throws.

Magnetic Personality

Base: Charm Gaze

Description: This vampire is not only extremely
charismatic but also extremely alluring. All victims of the vampire charm
attack receives an additional -3 penalty on their saving throw.

Vampiric Stealth

Base: None

Description: A vampire with vampiric stealth is
not only able to move about very silently but is a master at hiding. His power
to meld with shadows is in fact magical. A vampire with vampiric stealth has a
Hide in Shadows skill of 95% and if this vampire type is not normally capable
of walking utterly silently he also receives the thief skill Move Silently at
95%. Enemies attacked by a vampire with vampiric stealth receive a -2 penalty
on their surprise rolls.

Dimensional Movement

Base: None

Description: A vampire with dimensional movement
is able to open a Dimension Door ( as per the spell ). The point of entry and
arrival of the spell must either be in darkness or in heavy shadows. Only the
vampire can use the Dimension Door.

Illusionist

Base: None

Description: A vampire with Illusionist has a
natural ability to influence the mind of those around him. Thus he is able to
create a phantasmal force as per the wizard spell 3 times per day. Additionally
the vampire receives a +1 bonus to all saving throws to disbelieve illusions.

Fast Regeneration

Base: Regeneration outside coffin

Description: A vampire with Fast Regeneration is
able to regenerate any wounds extremely rapidly. This augment the vampire
regenerative rate outside it's coffin by another hit point per round ( to a
total of 4 hp per round for a normal vampire ).

Summon Stirges

Base: Summon Creatures

Description: A vampire with summon stirges may
also summon 1d4 stirges additionally to his other creatures. The summon works
like his normal summoning spell except that stirges will always come to aid the
vampire. These vampires are normally in regular contact with a nest of stirge
who tend to lair near the vampire and follow him.

Vampiric Familiar

Base: Summon Creatures

Description: The vampire has a familiar similar
to that of a wizard. The vampire is able to see anything it's familiar sees. It
also has an empathic bond with the familiar who most always remain within 1
mile of the vampire. If the vampiric familiar dies, the vampire looses 6 hp's
which are regenerated normally. When the vampiric familiar is in the vicinity of
the vampire, the vampire gains a +1 bonus to his surprise rolls and the
familiar may detect attackers. The vampiric familiar as the statistics of the
it's species except that it has 6 more hit points than those rolled up by the
DM and that it had an additional +2 bonus to all attack rolls. The vampire's
familiar is a: 1-2 stirge, 3-4 large bat, 5-6 large rat, 7-8 large spider.

Poisonous Claws

Base: None

Description: The vampire's claws are a sickly
green colour and encrusted with filth. When the vampire successfully strikes a
target with it's claw the target must make a saving throw vs. poison at a -2
penalty. Those who save against the poison suffer no ill effects. Those who
fail their saving throws suffer a -2 penalty to their attack rolls for 1d4
hours as the poison makes them sluggish and feverish.

Bird Shapes

Base: Shapechange into Large Bat for AD&D
2E,

Change into Gaseous Form, Dire Wolf, Giant Bat for OD&D

Description: This power gives the vampire to
shapechange into the following additional shapes to the ones it already knows:
Raven, Crow, Vulture.

Wolf Shape

Base: Shapechange into Large Bat for AD&D
2E,

Description: This power allows a AD&D 2E
vampire to transform into a dire wolf ( this is only available to OD&D
vampires normally ).

Crocodile Shape

Base: Shapechange into Large Bat for AD&D
2E,

Change into Gaseous Form, Dire Wolf, Giant Bat for OD&D

Description: This power allows the vampire to
change in the additional form of a normal crocodile. Note that the vampire
cannot cross running water and must keep to pools, stagnant swamps and such.

Pass Without Traces

Base: Summon Creatures

Description: A vampire with this ability as a
special affinity with nature. When travelling in wooded area he may move
unrestricted in bushes, underbrush and other vegetation at his normal movement
rate and leave no trail or scent to follow for even the most expert tracker.

Fury of the Beast

Base: Exceptional Strength in AD&D 2E

Description: A vampire with this skill is
capable to call it's inner beast. When it does so it enters in a sort of
berserk fury. When under fury the vampire receives a +1 AC penalty due and +1
penalty to all saving throws due to a lack of self-concern on the vampire's
part. When in fury the vampire gains a +1 bonus on damage and attack rolls. The
vampire cannot cast spells or use innate powers when in fury. Fury lasts for
2d4 rounds and can be used 3 times per day by the vampire.

Vampiric Speed

Base: None

Description: A vampire with vampiric speed is
able to move very fast. This gives him a -3 bonus on initiative and a +1 bonus
on attack rolls.

Create servitors

Base: None

Description: With this power the vampire is able
to create and maintain a group of zombies whose total Hit Dice are equal to
his. These zombies are mindless controlled undead who are totally loyal to the
vampire. If some of the zombies are destroyed the vampire can create other
zombies at a rate of 1 per turn if he has access to enough useable corpses.

Fire Magic

Base: None

Description: The vampire is a master of arcane
powers dealing with fire. If the vampire is a spellcaster, most of his spells
should be fire-based. A vampire with fire magic is able to augment or diminish
any normal fire within 100 feet of him by 50% in size and intensity. This power
can be used at will. In addition, 3 times per day the vampire is able to launch
a salve of 2 magic missiles that appear as small fiery balls.

Corrupting Influence

Base: Energy Drain Touch, Charm Gaze

Description: This rare and terrible power is
posses by few vampiric bloodlines. Vampires with a corrupting influence remove
3 levels per energy draining touch instead of the normal 2.

Flight

Base: None
Description: The vampire is imbued with a natural ability to fly. He can fly at
a rate of 12 with a manoeuvrability class of B in AD&D 2E and at a rate of
120' in OD&D.

New Vampire Weaknesses:

Here are the vampire weaknesses that can be
substituted with one of the new vampire weaknesses. Other vampire weaknesses
cannot be altered.

Repulsed by holy symbol

Repelled by garlic

Offended by mirrors

Need an invitation to enter a residence

When a vampire weakness is incompatible with a
power, a vampire who has this weakness cannot also have the incompatible power.
The incompatible power can either be a traditional vampire power or a new
vampire power.

New Weaknesses:

Repulsing

Incompatible With: Magnetic Personality

Description: The vampire has a disgusting
appearance. His face has twisted features, his skin is covered in boils and
scars and he emits a strong odour. The vampire's charm gaze does not inflict the
traditional -2 penalty on the victim's saving throw. If the vampire's charm
does not normally inflict a penalty it is made at a +2 bonus by the victim. The
vampire cause disgust and people and cannot be seen in public if he is not
hidden, disguised or using illusion magic. Even then the vampire's smell can
give him away.

Unnatural Creature

Incompatible With: Summon Creatures

The vampire is an unnatural creature. As such
normal animals will either act in a hostile or scared manner towards him. The
vampire cannot summon creatures and if he is shape changed into a wolf or bat
form, other animals will still either act hostile or afraid. Such a vampire
will cause dogs to bark, wolves to howl and horses to neigh. Druids, rangers
and foresters can usually sense something is amiss when faced with such a
vampire who poses either as a human, bat or other animal form.

Weak Aura

Incompatible With: Corrupting Influence

Description: The vampire has a weak aura of
death. As such he only drains 1 level per energy draining touch.

Weak Faith

Incompatible With: None

Description: The vampire does not have faith in
himself or fears good immortals. As such any cleric turning the vampire gain a
+2 bonus to their roll to determine if the vampire is turned or not.

Creature of the Night

Incompatible With: None

Description: The vampire is a creature of the
night. Has such any strong light cause him to be blinded. When fighting under
the illumination of a light spell or in a well light area, such as one light by
a good lantern, the vampire receives a -2 penalty to all attack rolls due to
the light blinding him. Areas illuminated by few torches or mostly shadowy do
not impose any penalty on the vampire.

Erroneous Belief

Incompatible With: None

Description: The vampire is deeply wrong about something.
This can be a superstition, false knowledge, prejudices or something else.
These vampires cannot correct their way as there is a magical reason for their
erroneous belief. A good example of this is the Alphatian bloodline who thinks
Alphatian humans and vampires are inherently superior to other people and
vampires, thus they are known to underestimate these opponents. This belief
should prove a liability to the vampire but should not be a reason for him to
make stupid mistakes that will likely get itself killed.

Vampiric Bloodlines

With the description of the vampire powers and
weaknesses that cannot be changed we can get the list of power and weaknesses
that can change. This list will help us define the "standard" vampire from the
rulebook.

Normal OD&D Vampire:

Normal Vampire Powers:

Change into Gaseous Form

Change into
Dire Wolf, Giant Bat

Regeneration outside coffin

Energy Drain Touch

Charm Gaze

Summon Creatures

Normal Vampire Weakness:

Repulsed by holy symbol

Repelled by garlic

Cannot cross running water

Normal AD&D 2E Vampire:

Normal Vampire Powers:

Exceptional Strength

Regeneration outside coffin

+1 or better weapon to hit

Charm Gaze

Energy Drain Touch

Change into Gaseous Form

Shapechange into Large Bat

Summon Creatures

Spider Climb at will

Normal Vampire Weakness:

Repulsed by lawful good holy symbol

Repelled by garlic

Cannot cross running water

Offended by mirrors

Need an invitation to enter a residence

By making this list of changeable powers and
weaknesses I will not have to repeat the power that cannot change anyway. Just
assume that vampire always possess these powers and weaknesses, because, they
always do. Unless of course, you want to make things different in your
campaign.

Vampiric Power-Level:

This optional rule allows you to create vampire
which have access to fewer or more powers than normal vampires. These vampires
are have either been recently created or come from weak bloodlines in the case
of fewer powers. Or are old, powerful and come from potent bloodlines in the
case of more powers. Master and sometimes Master vampires tend to have maximum
hit points. It is also suggested that no vampire except Minion should have 1/2
or less of maximum possible hit points for it's hit dices.

Title

Powers

XP

Minion

Minus
2 powers

-10%

Disciple

Minus
1 power

-5%

Normal

No
change

----

Elder

Plus
1 power

+5%

Master

Plus
2 powers

+10%

Venerable

Plus
3 powers

+15%

Vampiric Bloodlines:

Here the standard vampire bloodline is
illustrated. Vampiric bloodlines will be presented or future documents.

Common Vampire:

This is the most common and the most widely
known breed in the known world.

These vampires have the standard powers and
weaknesses.

Minion: Minion common vampire typically do not
have access to the energy drain touch and summon creatures power as they are
weaker and didn't have the time to familiarise themselves with animals.
Sometimes these vampires do not possess shape change powers instead.

Disciple: Disciple common vampires typically do
not have the power to either summon creatures or shape change.

Elder: Elder common vampires are able to master
their un-holy might. This gives them the Terrible Might power.

Master: Master common vampires possess the
Terrible Might. Also, due to their long life or power they have developed a kind
of fourth sense and a growing paranoia which gives them the Extra Sensory Powers.

Venerable: The venerable common vampire possess
all of the power of the master vampire. Their extremely long life spans have
also gifted them with the Magical Aura power.